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Messages - player1

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121
Bugs / Stack trace in exceptions in logs
« on: February 19, 2016, 05:12:16 pm »
This is not a bug report, just inquiry.

What is point of logging stack trace in exceptions in the logs, for some of more serious errors, like transition failure, if all code is obfuscated in released game?

It does not really help in any way to find the issue.

Just asking...

122
General / What kind of DRM crafting blueprints use?
« on: February 19, 2016, 05:02:15 pm »
Obviously, only single person can use the crafting blueprint, and can not pass it afterward to someone else, so that means "named personal license" is used, that is only transferable if not "consumed". Similar to Steam really.

And it seems there is no piracy either.

So, lets speculate what kind of DRM crafting blueprints use in world of Underrail?

123
Suggestions / Better ways to encourage bartering during trading
« on: February 19, 2016, 04:56:29 pm »
Here is the idea...

Lets say that weapon merchant currently does not want to buy any new firearms (already bought the desired quota).

Why not have ability, that if you buy a gun from him, you gain ability to sell another gun in its place?

Hey, Mr. Merchant, can I barter this gun for that SMG?
How much to I need to pay extra for that?

That would be really cool.

It would encourage bartering, which fits setting nicely.

124
General / Re: Al Fabet
« on: February 19, 2016, 04:54:16 pm »
Now, maybe some other improvements to trade system could be done.

For example, lets say that weapon merchant currently does not want to buy any new firearms (already bought the desired quota).

Why not have ability, that if you buy a gun from him, you gain ability to sell another gun in its place?

Hey, Mr. Merchant, can I barter this gun for that SMG?
How much to I need to pay extra for that?

That would be really cool.

Heck, I'll put this in suggestion forum...

125
General / Re: Al Fabet
« on: February 19, 2016, 04:46:38 pm »
Since I feel inspired, let me talk a bit more about loot system.

My personal method of playing is "systematic master trader extraordinaire". No loot is left behind lying around, exempt in stashes (even if that means that stash is in the wildness and has only low value loot). Trade route planning where to sell stuff etc...

But there are other play styles too. For example, the style I like to call "realistic burglar".

Does burglar tries to loot everything?

No, only what they can carry and has high value per weight, or is something that is useful for them directly (heavy crating component or backup metal armor for energy resistance enemies). Even such style requires use of stashes, but mostly for backup items or crafting materials, and less for the things to sell, since with this kind of playstyle, only items with high value per weight are worth looting for the purpose of selling.

For this style, I think game would benefit if there is sorting by value per weigh unit.

For example, both animal organs and sledgehammers have awful value per weight unit, while electronics have awesome value per weight unit, and firearms are decent but not great.

This could even be color coded for convenience, to figure out at glance how value is item for looting.

126
General / Re: Al Fabet
« on: February 19, 2016, 04:39:00 pm »
The last time I tried to play the game it was 2 patches before release and I couldn't play with that system. How is it not valid critique if I can't play with it. If it makes my gameplay experience so bad that I can't even play for more than a few minutes ad quit in disgust? Bear in mind that before said system was put in place I would play the whole content available of the game and sing nothing but praises to the game!

Thing is, your critique is essentially bad first impressions.

It is very valid as first impressions, but only as such.

Since you did not experience decent amount of play time with it, you can not do proper deep critique of it. Only "theory crafting", and what you think game would feel when playing with such system when getting deeper into game, despite not playing nor experiencing it yourself.

Thus, your feedback is less valuable as such.

As for the oddity system. I personally do not like it because it does not fits my playstyle. I don't really want to have to go around finding the scatered oddities to level up. I prefer the classic system. Do quests, kill things especially since the way I like to play the game is kill everything... I did not say it was a bad system, I just don't like it, it doesn't suits my playstyle but as long as it's an option over the normal XP system then I won't complain about it, but I certainly will not use it.

Oddity system is great for exploring, essentially the thing you think is lacking due to the loot/trading system.

And just to know, you still do get XP for the quests.

Also, I do not really see the need for XP for killing enemies.

For human enemies, their loot as well as passage you clear out, is reward on its own. Yes, loot. Just because metal armors and hammers are difficult to pawn does not mean there is no more then enough other valuable loot that weights less, or useful items to keep. Firearms are easy to pawn (value of 1000 per kilo) or stash and pawn later.

For monster enemies, reward is crating components. Also, due to monster respawning, which is necessary for crafting system to work correctly, oddity system is better, since it does prevent grinding for XP which is ugly and outdated RPG mechanic.

Merchants should buy everything so long as they have cash.

Why should they? For player convenience? Merchants should follow their own interests. And that means the need to keep their buying power, instead getting everything from first adventurer that arrived that day, so that when there is something really interesting that they have cash to buy it.

Second, carry weights. Realistic or not, all that it acomplishes is force the players to stop doign whatever they are doing to go sell stuff and thus break immersion (this assuming the merchants would actually buy everything).

No. The stashes are there for the reason. If you can not carry something, stash it nearby, or just leave it if it is not worth carrying. Return for it later when you finish your adventure, if it is valuable enough to be bothered.

Also, selling immediately is not mandatory. Keep items and stash them near compatible merchants to sell later when they get buying power back.

Also, post Junkyard, players should be swimming in money, so there is not even requirement to sell most of the stuff you accumulate in stashes, in order to buy other stuff. The only exception being cosmetic house upgrades in Core City or Super Steel Bars from Foundry for advanced late game crating. But at that point, there should be more then enough merchants to pawn most of the valuable stuff.

^This still does not mean that exploring and gaining loot is not rewarding. It is, because for every several items that are only worth selling, there will be something else that will benefit you directly to keep. Either being crafting component, ammo, or weapon/armor that is better then you use, or an oddity item.

127
General / Re: Al Fabet
« on: February 19, 2016, 03:25:08 pm »
Trurth to be told, I do not think you have good idea how this system works, or how to optimally play with it to enjoy the game, due to stubborn rejecting of playing with it for any decent amount of time to give valid critique of it.

Same for the oditty system.

Thus, your critizism of it feels outdated, since it is not criticism of current game but of first game impressions from the alpha that introduced the changes.

128
General / Re: Al Fabet
« on: February 19, 2016, 08:42:10 am »
Now, with all said, I do think that some streamlining could help the game.

For example, it is not fun to spend 15min just walking around between merchants in the city and your stash, since you can not carry everything you want to sell in the same town at once. That is just wasted time.

Why not have "abstract" stash, that you can access from UI, when in towns/controlled areas, to store excess equipment?

Think of it as your belongings that you do not carry on yourself, but can easy get to without effort. Stuff you keep in your room when in the town, instead carrying around in backpack.

.


Heck, if you want to expand this, it would be cool if such stashes are unlocked by some actions. For example in SGS, that is automatic. You have your room, thus access to the stash. Then in the Junkyard, you could pay some fee to the barkeep to keep your stuff, thus unlocking your stash, etc...

When system like this is in place, then you can introduce Fallout1/2 style unsafe stashes, where some things are just not save to keep, and will eventually get looted.

129
General / Re: Al Fabet
« on: February 19, 2016, 08:12:03 am »
As for me, there is more to the game than looting, but if the looting aspect of an RPG isn't good then the RPG is dead to me. I tried to play several times during early access after this horrible system was implemented. Almost all times I wouldn't go past taking the outposts because I couldn't even sell that tiny amount of loot. The one time I went further than that and I wasn't enjoying it very much I went as far as the SGS at which point I rage wuited over not even being able to carry the loot that is on SGS. Not to mention I knew even what I had I couldn't sell probably sell half of it.

I must ask, how long have you *not* played the game and still hang in the forums?!?

You talk about not even passing very early game with the loot system. I was assuming you at least know what you talk about and have played at least whole game once with the current system, instead of just b******* about new system. Heck, when we are at this, have you even played oddity XP?

Yes, the system can be a chore from time to time, but just because you can not *easily* sell all loot, does not mean all loot is bad. You can find decent crating components and good armor weapons. And whatever you can not sell right away, you can easily *stash* it.

Also, by being "systematic" (documenting what every merchant may want to buy) I was able to sell ALL loot I wanted to sell before getting into Deep Cavens, in my first playthrough. And no metal armor was ever left in the wildness. Maybe some hammers, those hammers have very bad weight/cost ratio to be worth it, most of the time.

The sheer amount of merchant shops and boat/train system were enough to sell all I wanted, after I got access to all the traders. There is whole game of "Elite" inside world of Underrrail. Although piloting starship is cooler then walking around. :P


Truth to be told, the biggest issue for most of the time was selling crossbows and boots. Especially boots. Not many traders buy boots, and everybody drops boots.  8)


Interesting enough, due to me being this systematic, the Deep Cavern section totally tuned around everything for me. Almost no merchants and an insane amount of loot. But I was able to adapt my making my base in the warehouse where I stashed everything I found elsewhere in the region. There is a reason why you can stash stuff in containers.

130
Bugs / Re: Praetorian Find Acid hunters quest not triggering 1.0.0.10
« on: February 19, 2016, 07:59:17 am »
Truth to be told, if quest log was made to be dynamic (which I think it was originally planned, then dropped from the game), then issues like this would not happen.

For example, any kind of checkpoint in the quest would update quota log and give feedback to the player that they did something that advanced the quest.

Game does cheat this in, couple of times, by completing the quest and adding a new quest, but most of the time player is left clueless regarding quest progress.

131
Suggestions / Re: Lets talk about font changes
« on: February 19, 2016, 07:53:58 am »
^Truth to be told, I did had same issue with old fonts too. Thus, I'm mostly playing at 1600x900 with large fonts, with my 15.6" laptop.

132
Suggestions / Lets talk about font changes
« on: February 18, 2016, 10:29:47 pm »
Now, maybe this is just me not getting used to it, but I think new fonts are less readable in trade and inventory screens (UI parts that do not have font size settings).

Can't explain this well... Older fonts were just "bolder" and new ones are too thin, and maybe badly anti-aliased, I think. Older fonts just were better readable for small letter size, in my opinion, since letters were thicker.

I'm kinda surprised that old fonts were not left as an option, but completely replaced. Personally, I never had issues with them.

new:


old:


133
General / Re: Al Fabet
« on: February 18, 2016, 07:02:54 pm »
Interesting...
In my second play-through I explore the more then in my first.

In the first one, I did not try to explore much due to same reasons. I would just get a lot of loot that I would need to carry back to the towns, which I did not need, since there is more then enough loot if I follow the quests. Plus monsters respawn so anything I do I would feel it would get reset at some point later.

But, now in second playthrough I explore more because I did not do it in the 1st one, so game is more fresh, and second due to oddity system, so I can get every bit of extra experience possible quicker, plus it is nice to find sometimes some unique weapon.

Also, not all enemies respawn, so killing human bandits has some finality on its own. Just because they do not give XP and I do not need their loot does not mean I'm not progressing in the game.

134
Adding new areas is not "minor stuff". All thise fan made maps would need updating.  8)

135
On the other hand, I can confirm that Silent Isle monolith will kill you by spawning dozen of doppelgangers if your psionic character has Will is 6.

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